Manual:Infantry Manual:Operations

Individual Tactics & Tasks
As stated before, there is a wide range of tactics and scenarios for their application. This guidebook could never begin to cover them all—that’s what Infantry School is for. However, as a familiarization guide, this book can cover certain basic infantry concepts and tactical doctrine.

Cover and Concealment
Concealment is any medium that enables you to be unobserved, or less likely to be observed, by an enemy. You should constantly take advantage of cover in the field. Never assume that the enemy is not around. Never assume that because you have not been fired upon, or because your infiltration was clever, that you are not being observed.

Use natural foliage or material together with your camouflage to break up your outline and the outline of your equipment. Beware of radiation reflection or of shades of coloration that don’t match the surroundings. Also, beware of proximity to objects or terrain that will draw attention. Put yourself in the enemy’s head: “Where would I look for me in this area?”

Cover is different from concealment. Cover may allow you to be unobserved, but it also provides relative safety from attack. A bush, sapling, or depression in the ground is not cover, but a wall, rock formation, or vehicle can be. Make a point of knowing the hardest natural materials of the planet you are operating on so that you can use them for cover.

Light Infantry Methods of Movement
There are several ways infantry can move on the battlefield. The most common ways of moving for Light Infantry include the rush, high crawl, and low crawl. Non-hominids may require special methods for accomplishing these movements, and will be instructed in such at Infantry School.


 * The Rush
 * To effectively accomplish a rush:
 * Start from the prone position by slowly raising your head and selecting your next position.
 * Lower your head, draw your arms in to your body, keep your elbows down, and pull one leg forward. With one movement, raise your body by straightening your arms.
 * Spring to your feet, and step off with either foot. Crouch to whatever extent is practical to minimize your silhouette and run to your next position.
 * Just before hitting the ground, plant both feet.
 * Fall forward, breaking your fall with the butt of your rifle.
 * Roll on your side, place the butt of the rifle in the hollow of your shoulder, and then roll into a firing position.


 * The rush may be used from one covered position to the another when enemy fire allows brief exposure. Try not to stay up any longer than three to five seconds so that you don’t give the enemy time to track you with automatic fire. But remember rush from cover to cover; do not hit the ground in open territory just because you have been up for five seconds.


 * Try never to rush directly from a position from which you have been firing. Chances are the enemy has that position well sighted and you will be fired on as soon as you appear. Roll to the left or right or crawl a short distance before springing to your feet.


 * When you move as a member of a buddy team, you must communicate with each other. Ensure that one man covers by fire any movement by the other man. When moving as a member of a fire team, watch and listen to your team leader; he will lead you along the best route and ensure that covering fire is provid-ed when you move.


 * The High Crawl
 * To accomplish a high crawl:
 * Keep your body off the ground and rest your weight on your forearms and lower legs. Cradle your weapon in your arms, keeping its muzzle off the ground. Keep your knees well behind your buttocks so it stays low.
 * Move forward by alternately advancing your right elbow and left knee, then your left elbow and right knee.


 * Use the high crawl when the route you have selected provides both cover and concealment and / or when poor visibility reduces enemy observation. Even if the terrain is suitable only to the low crawl, you must use the high crawl if speed is required.


 * The Low Crawl
 * To accomplish a low crawl:
 * Keep your body as flat as possible to the ground. Grasp your rifle sling at the upper sling swivel, letting the hand guard rest on your forearm and the butt of the rifle drag on the ground (this keeps the muzzle off the ground).
 * To move forward, push your arms forward, and pull your right leg forward. Then pull with your arms and push with your right leg. Continue this push- pull movement until you reach your next position.
 * Change your pushing leg frequently to avoid fatigue.


 * Use the low crawl whenever the route you have selected is less than half a meter high or visibility al-lows good enemy observation. This is a slow method and is suitable only when speed is not essential.

Powered Infantry Methods of Movement
Light Infantry doctrine calls for movement from, to, and in cover or concealment whenever possible. This protects the LI by keeping the enemy from getting a clear shot. Powered Infantry also strives to protect themselves by keeping the enemy from getting a clear shot. However, the nature of PI equipment leads to a doctrine that depends as much on maneuverability as cover: moving targets are harder to hit. PI suits do not do well in prone or crawling positions, so the PI troopers must keep moving quickly when suitable cover is not available. PI movements include the rush, the bound, the jump and the low-slide.


 * The Bound
 * To accomplish a bound, simply push off extra hard during your rush stride. This will activate the jets in your suit legs to provide a power-assisted broad jump. Several of these in a row can cover a good deal of ground quickly.


 * Use the bound whenever you would use the rush, but there is too much distance to cover to your next po-sition in the recommended three to five seconds. Be careful not to bound for too long, as it will quickly use up the fuel in your legs’ jet units.


 * At the top of your bound arc, use the height to your advantage by looking around and by making an active sensor ping if possible. At the top of your bound, any cover less than a building is useless, so the enemy will have seen you already anyway.


 * The Jump
 * A simple jet-assisted jump can be used to advance over large obstacles like low buildings. Like the bound, the jump is seldom done under cover, so great caution should be used. The peak of the jump is also a good time for observation. Be sure to check your leg units’ fuel levels before attempting difficult jumps.


 * The Low-Slide

When movement under low cover is necessary for PI troops, the low slide can be used. This is done through the use of a snap-on antigrav unit which keeps the head, torso, and legs of a PI suit a mere 3cm off the ground in a prone position. The field stops at the shoulders, so you advance by pulling yourself along the ground with your arms. This movement is nearly as slow as the LI low-crawl, but keeps the PI well protected.

Movement by Transporter
Transporters can be used effectively in the movement of ground forces only when there is little threat of interruption or interception by enemy forces. Transporter signals will set off enemy energy-detection systems if they are present. Also, movements by consecutive rapid-succession beaming is not recommended, as it can have biological effects on the transportees.

Movement Under Fire
To move when under direct fire, you should select an individual movement route within your team or squad’s movement route or axis of advance. Search this route for areas of cover and concealment.

Select your next position (and the route to it) as one that exposes you to the least enemy fire, provides the most cover and concealment, and does not require you to cross in front of other members of your element and mask their fires.

Determine the correct individual movement technique (see above) to advance to your next position. Do not move until covering fire is established if it is available.

Movement Over, Through, or Around Obstacles
Whenever possible, use smoke or a similar concealment technique when crossing an obstacle. Going over an obstacle on the battlefield invariably raises you into a position for good enemy observation. When it is possible to use holoflage, this is the best way to cross obstacles. Normally, obstacles should only be crossed under cover by fire or observation.

Wire Obstacles
To cross barbed wire, metal ribbon, etc., you may put wood, grass mat, or wire netting over it. Cross carefully, because such a mat or net forms an unstable path.

To cross under wire obstacles, slide headfirst on your back under the bottom strands. Push yourself forward with your shoulders and heels. Carry your weapon lengthwise on your body and let the wire slide on the weapon to keep it from catching on your clothing and other equipment. Inch your way along, holding the wires in one gloved hand.

If you must cut your way through wire obstacles, try to cut only the lower strands. Leave top wires in place to make it less likely for the enemy to discover the breach. If energy emissions are not a problem, use a phaser beam to cut the wire (a pistol is more manageable for this); otherwise, use a cutting tool. Most modern wire obstacles cannot be broken by hand.


 * CAUTION: Always check wire obstacles for booby traps or early warning devices. It is threat doctrine to attach tripwire-activated mines to wire obstacles. A grappling hook with a length of rope attached should be used first to pull the wire (if no early- warning devices are detected).

Danger Zones
Roads, trails, streams, and the like are extreme danger zones for infantry troops as they are almost always absent cover and concealment. To cross such areas, select a point at or near a bend or corner—preferably one with concealment on each side. Crawl up to the edge of the area and observe the other side carefully before crossing. Cross rapidly but quietly. Get down as soon as you reach the other side and check the area around you carefully.

If possible, wait for darkness to cross a major danger zone. This is especially true when a large unit must make a crossing of a wide area. Crossing by transporter is useful if it can be accomplished without interruption or without revealing friendly positions to enemy forces.

Walls
The top edge of a wall is like the top of a ridge line: not only does it elevate you into enemy observation, but it also usually silhouettes you and makes you a prime target. Avoid this by rolling quickly over the top, staying as low to the wall as possible. If the wall is low or you are in powered armor, jumping over may be effective in some circumstances, providing you do not spend much time in the air.

Constructed Obstacles and Minefields
Infantry forces will almost never be called upon to cross-constructed obstacles or minefields without the help of combat engineers. However, if it becomes necessary, the method by use to cross will vary with the situation. Some constructed obstacles may be crossed by methods similar to those for wire obstacles, but tactics will vary with obstacle construction.

Minefields can be crossed by using combat tricorders to pinpoint mine locations. This can be done by finding the actual mine or, in the case of sensor-resistant mines, by finding an area of recently disturbed ground or vegetation. For safety’s sake, probing ahead of moving troops is recommended even when a tricorder is used.

Whenever possible, these obstacles should be maneuvered around if combat engineer support is not available.

Reacting to Indirect Fire
Indirect fire is usually from artillery, mortars, rockets, or similar weapons of a ballistic or semi-ballistic nature.

If there is a possibility of an indirect fire attack, keep your eyes and ears open; there is a good chance you will have some warning before the first projectile explodes in your area. Projectiles of almost every sort make a distinctive sound as they travel through the air, and that sound can usually be heard before the projectile’s arrival. Even hypersonic rounds give visual cues to the projectile’s travel. You may also simply hear a warning shout of “incoming” from another Marine who has detected one of these aural or visual cues or has detected the incoming round with a sensing device.

The first thing you should do when you hear any of these warnings is shout or repeat “Incoming!” to alert oth-ers. Immediately look to your squad or fire team leader before taking any other actions and follow their lead.

If your element is not moving and you get any of the above warnings, remain in your defensive position, tak-ing advantage of available cover. If you are not in a defensive position, look for cover. Try to keep movement to a minimum, though, as it may reveal your exact position to the enemy. Be aware that indirect fire zeroed in on your position may be an indicator of impending attack by ground forces.

If your element is moving when you get any of the above warnings, shout, “Incoming!” and follow your team leader’s actions. If you cannot see your team or squad leader, run out of the impact area and into cover if available. Stay low to avoid shrapnel.

Reacting to Flares
Flares provide the enemy with visibility during darkness. This can negate any advantage we assume when we maneuver by night. Therefore, it is important to minimize enemy observation.

If you encounter a ground flare, simply avoid or move out of the illuminated position and reorient yourself. Continue with your mission or follow your team or squad leader’s instructions.

If an overhead flare is used, you will often get a warning by hearing the flare rising or by detecting it with a sensing system. When you get this warning, assume a prone position (behind concealment when available) before the flare bursts. If it is not possible to assume a prone position, crouch as low as possible in as much concealment as possible. Hold this position until the flare burns out. If this is a powered flare, follow your squad or team leader’s instructions. If you are alone against a powered flare, attempt to disable it with your weapon and find cover.

If you receive no warning of a flare and are suddenly illuminated, immediately drop to a prone position and freeze until flare burns out.

If you are illuminated by a flare while taking direct fire, operate as you would during day ops.

Selecting a Temporary Fighting Position
A temporary fighting position is a position not specifically constructed to fight from, but from which an infantryman can fire or otherwise engage the enemy. When selecting such a position, always take advantage of as much natural cover and concealment as possible. Also be careful of the background to the position to avoid silhouetting yourself for enemy observation.

Observe and fire from around the side of an object if possible—this conceals most of you. Stay low to observe and fire whenever possible. You can aim better and take advantage of concealing vegetation this way. After you select a position, follow your team leader’s directions. He may reposition you to gain better team coverage of the area.

Clearing a Field of Fire
In preparing defensive positions for expected contact with the enemy, you should, whenever possible, clear a suitable field of fire for your position within your team’s assigned sector of fire. Before attempting this, however, you should be mindful of how much clearing can be done in the time allotted. Do not do a rush or sloppy job, since an improperly cleared field of fire may afford the enemy more concealment and cover than if you leave the area in its natural state.

Remove potential cover and concealment for the advancing enemy while leaving a thin screen of natural vegetation to hide the defensive position. If possible, remove the lower branches of trees in lightly wooded areas. In heavy woods, complete clearing may not be possible or desirable in the time available. Restrict your work to thinning undergrowth and removing low branches from large trees. Clear a narrow lane of fire in an irregular pattern that will not reveal the weapons’ position. Remove thin dense brush — it is never a suitable obstacle — and it obstructs the field of fire. Cut weeds only where they obstruct your view. Drag away cut brush, limbs, and weeds to points where they will not be detected by an enemy or furnish them with concealment. Cover cuts on trees and bushes forward of the position with dirt, mud, or snow. Ensure no trails are made in your sector of fire as lanes are cleared.

SFMC Tactical Philosophy
Marine light infantry tactics are put together with an emphasis on flexibility, simplicity, and tactical principle.
 * Flexibility
 * There are literally millions of possible combinations of rushing, firing, orders of combatant movement, prioritizing of targets, and hand signs. It is neither practical nor desirable for the SFMC to formulate volumes on these matters and mandate them to units. Tactics as taught must be flexible. They must be adaptable to the myriad situations in which they may be used.


 * Simplicity

Tactics must also be simple. The old principle of “KISS” or “Keep it simple, stupid” was probably invented by a soldier. The possibility of a tactic failing rises in direct proportion to the difficulty inherent in execut-ing it.


 * Tactical Principle

If a tactic is based on sound tactical principle, it is likely to succeed. If the tactic contravenes a common sense tactical imperative, then the tactic — no matter how well planned — is likely doomed.


 * For example, suppose an infantry company considers evacuating noncombatants to shuttles while un-der attack from an opposing infantry force. It is common knowledge that a well-equipped infantry force has anti-aircraft weaponry, so it is very likely that any shuttlecraft attempting to execute a landing to take on personnel will be damaged or destroyed. It is tempting here to place all planning effort into an-swering the question, “how do we evacuate noncombatants on shuttles in this situation?” However, what should be asked is, “should we even attempt to evacuate noncombatants by shuttles in this situ-ation?” Better to scrap an idea that is bad in its conception, than to try to make it better with tactics.


 * The idea can be restated as such. We first ask, “WHAT are our goals in a combat situation (or WHAT SHOULD OUR GOALS BE)?” Once this question is resolved, we can go on to ask, “HOW THEN do we carry out the specifics to achieve our goal?”


 * This is the essence of successful strategy. Once a good destination (goal) is chosen, we then pick the best route (tactics) to get to that destination.

Call For Fire
Call for fire format There are six elements in the call for fire format, and they are given in three communicator / tricorder trans-missions to the Fire Direction Center (FDC). The FDC is responsible for making sure that the mission is as-signed the proper weapon system to accomplish the mission and ensure that friendly forces are safe from the firing mission. The Forward Air Controller (FAC) is responsible for making the determination of the Air mis-sions. The FAC is a Marine Pilot that is attached to the infantry units to help with communication and the inner working of the Aerospace branch. The FAC will decide if the mission calls for Photon Torpedoes from nearby Star Ships or close Air support from the on-call station of the Air Combat Command. This all done by using the I-Link 105 and the CTS-8907 Combat Tricorder System. Also some units carry the TDRS-44 Target Des-ignator and Rangefinder to help them in there missions. The six elements are:
 * Observer Identification
 * Warning Order (First Transmission)
 * Target Location (Second Transmission)
 * Target Description.
 * Method of Engagement.
 * Method of Fire and Control (Third Transmission)


 * Observer ID: This tells the FDC who is calling by the use of a call sign and clears the net for your mis-sion.


 * Warning Order: The type of mission that you are requesting and the method of target location.
 * A. There are four (4) types of missions you can request.
 * Adjust Fire: This is used when the observer in uncertain about the exact location of the target. The observer states, “adjust fire”.
 * Fire for Effect: Used only when you are absolutely sure that your target location is correct. The observer states, “fire for effect”.
 * Suppression: Used to quickly bring fire on and on-call target (that is not currently being fired upon). The observer states “suppression on Target ID #”.
 * Immediate Suppression: Used to quickly bring fire on a planned target or a target of opportunity that is firing at a friendly unit.
 * B. Method of Target Location: there are three methods to use for target location.
 * Grid: This is the standard method of target location. It is used by the observer; he does not announce Grid.
 * Shift from a Known Point: Announce “Shift from...(the known point)”.
 * Polar Coordinates: Announce “Polar”.

LTarget Location:
 * Grid Method: Send in a six (6) digit grid coordinate giving the FDC the approximate location of the target.
 * Shift from a Known Point: A known point is a prominent terrain feature or registered point whose location is known by both you and the FDC. This method requires you to give a direction along with

your later shift (left or right) and your range shift (add or drop).
 * Polar: This method requires that the FDC know your exact location. The observer sends the direction from his/ her position to the target and the distance to the target in meters.

LTarget Description:
 * You want to send the FDC four (4) things in the description of the target.
 * Type of target: Troops, Vehicles, Mecha Units, et::# ::# What the Target is doing: Digging in, moving along a road, enemy base, supply point, etc.
 * How many: Squad size, Platoon size, 3 trucks, Mecha, etc.
 * Degree of Protection: In the Open, Dug in with overhead cover, etc.


 * Method of Engagement:
 * The observer tells the FDC how he/she wants to attack the target. If the target is within 600 meters from Photon Torpedoes/ Armor units or 400 meters from Mecha/ Aerospace units of friendly forces, he / she announces “Danger Close” and the cardinal direction (“N. S. E. W.”) from the target to the observer. If the observer wants a special type of ammunition used such as Illumination, White Phosphorous, or Red Phosphorous he/she would request it here.


 * Method of Fire and Control:

To control the time of delivery by announcing “At my Command” or “Time on Target”: if he / she wants to hit a target which was destined to be at a certain point at a certain time. Also you can announce “Can not observe”. You would use this if you cannot see the target but know it’s there and can justify firing without adjustment.

5.03.2 Message To Observer (MTO): After the FDC receives the call for fire mission; it will determine how the target will be tasked, either with Armor units, Mecha units, close air support, or via Naval guns from star ships. That decision is announced to the observer in the form of a message to the observer, (MTO). The MTO contains three items:
 * Units to fire the mission.
 * Changes for the call for fire: Any changes to what the observer requested in his call for fire, such as the type of rounds to be fired.
 * The Number of Rounds: The Number of Rounds per tube to be fired for effect.

Example of an MTO: “Platoon, HE in effect, 4 rounds”.

Unit Tactics
Squad Firing Techniques Weapons in the Marine squad must be used to support one another. The first set of weapons a foe will en-counter will be the MAPLIML, the Arbalest, the WGL, and the support phasers. The second perimeter of of-fense is the basic weapon such as the M-116. Thirdly, there are short-range devices such as side arms. Due to tactical necessity, the use of these devices will probably overlap.

One particular type of technique that Marines on a battlefield find useful is the art of busting an enemy shield. Methods for doing this vary with the type of shield, but one popular method enlists support phasers to cut in on one point in the shield, while WGLs send PCP rounds into that point (15mm EM rounds work as well). The concentrated fire is maintained while the MAPLIML operator launches an HE round through the weak spot.

Other firing techniques include using a wide-angle phaser shot to flush opponents into a position where they can be fired on directly, or to use same to jam an enemy sensor or clear around a corner. Phasers can also be used in prolonged fire, as can automatic projectile weapons, to keep the enemy pinned down while other Marines advance on the position. Whenever using automatic or prolonged fire, be sure the advancing force can choose a route approximately 90 degrees off the firing axis of the support group.

A word on prolonged fire: an entire squad hosing a position down with prolonged phaser fire is likely to dis-suade even the most aggressive enemy from taking an active part in the surrounding battle. However, bear in mind this may not be the only firefight you get into on any given day. Phaser charge packs have a lot of pow-er, but you are capable of using it all up all of the charge. So limit your prolonged fire to a few initial bursts, then settle in with steady single shots.